Enable Portals on a Moving Portalable Surface?
Quote from Denominator on June 3, 2014, 7:32 pmHello,
Is it possible to allow a portal to remain active on a portalable surface, while that surface is moving / rotating? If not, are there any good alternatives to simulate this behavior?
I am envisioning a puzzle involving a portalable angle panel which would follow a circular track along the wall.
Any suggestions / ideas would be much appreciated! If it is not possible / worth it, that would be good to know too =)
Thanks in advance,
Denominator
Hello,
Is it possible to allow a portal to remain active on a portalable surface, while that surface is moving / rotating? If not, are there any good alternatives to simulate this behavior?
I am envisioning a puzzle involving a portalable angle panel which would follow a circular track along the wall.
Any suggestions / ideas would be much appreciated! If it is not possible / worth it, that would be good to know too =)
Thanks in advance,
Denominator
Quote from TeamSpen210 on June 3, 2014, 11:00 pmThere's a console variable that allows portals to move around. They can be pretty buggy, though. sv_cheats must be on for the variable to be changed. What you want to do is use a logic_auto to, OnMapSpawn, fire the command "sv_cheats 1;sv_allow_mobile_portals 1;sv_cheats 0" to a point_servercommand to enable the behaviour, then turn it off once done. It might persist across loads, so turn it off as soon as you can.
There's a console variable that allows portals to move around. They can be pretty buggy, though. sv_cheats must be on for the variable to be changed. What you want to do is use a logic_auto to, OnMapSpawn, fire the command "sv_cheats 1;sv_allow_mobile_portals 1;sv_cheats 0" to a point_servercommand to enable the behaviour, then turn it off once done. It might persist across loads, so turn it off as soon as you can.
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Quote from srs bsnss on June 4, 2014, 9:48 amThe only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.
Interesting fact: the game is programmed to allow moving portals without cheats on if the map name is "sp_a2_bts5".
The only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.
Interesting fact: the game is programmed to allow moving portals without cheats on if the map name is "sp_a2_bts5".
Quote from CamBen on June 4, 2014, 9:52 amsrs bsnss wrote:The only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.hud_saytexttime 0
To reset, use 12 instead of 0
hud_saytexttime 0
To reset, use 12 instead of 0
Aperture Science: We do our science asbestos we can!
Quote from Denominator on June 4, 2014, 5:52 pm@TeamSpen210 Thank you so much! It is so cool that they built in that option, even if it is buggy!
@srs bsnss / @CamBen Thanks for the helpful info! I should probably add a warning in the map description, that the tester should exit the game if the map crashes =)
@TeamSpen210 Thank you so much! It is so cool that they built in that option, even if it is buggy!
@srs bsnss / @CamBen Thanks for the helpful info! I should probably add a warning in the map description, that the tester should exit the game if the map crashes =)
Quote from FelixGriffin on June 15, 2014, 11:16 amCamBen wrote:srs bsnss wrote:The only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.hud_saytexttime 0
To reset, use 12 instead of 0
Isn't it just hud_saytime?
hud_saytexttime 0
To reset, use 12 instead of 0
Isn't it just hud_saytime?
Quote from CamBen on June 15, 2014, 3:24 pmNope, i was hung up in a tree because of that for a while, wondering why my command wasn't working. Checked the console, it was hud_saytexttime.
Nope, i was hung up in a tree because of that for a while, wondering why my command wasn't working. Checked the console, it was hud_saytexttime.
Aperture Science: We do our science asbestos we can!
Quote from peteraddy96 on August 28, 2015, 11:56 pmIn order to enable it without cheats enabled the point_servercommand has to be named enable_mobile_portals_command.
In order to enable it without cheats enabled the point_servercommand has to be named enable_mobile_portals_command.
Quote from TreasureGhost on September 5, 2015, 1:18 pmYou could probably steal the scripted scene in Portal 2, can't you?
You could probably steal the scripted scene in Portal 2, can't you?